All Equipment
Adventuring Gear | Alchemical Items | Armor | Artifacts | Consumables | Cursed Items | Held Items | Intelligent Items | Materials | Other | Relics | Runes | Services | Shields | Snares | Staves | Structures | Tattoos | Vehicles | Wands | Weapons | Worn Items


Base Weapons (Critical Specializations) | Basic Magic Weapons | Precious Material Weapons | Specific Magic Weapons


PFS StandardFist

Source Core Rulebook pg. 280 2.0
Favored Weapon Apsu, Bastet, Dahak, Irori, Kabriri, Korada, Lahkgya, Monad, Nalinivati, Ravithra, Sekhmet, Ydajisk
Price —; Damage 1d4 B; Bulk
Hands 1
Category Unarmed
Group Brawling; Traits Agile, Finesse, Nonlethal, Unarmed
Nethys Note: no description was provided for this item

Traits

Agile:

The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.

Finesse:

You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage.

Nonlethal:

An effect with this trait is not inherently deadly. Damage from a nonlethal effect knocks a creature out rather than killing it. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.

Unarmed:

An unarmed attack uses your body rather than a manufactured weapon. An unarmed attack isn't a weapon, though it's categorized with weapons for weapon groups, and it might have weapon traits. Since it's part of your body, an unarmed attack can't be Disarmed. It also doesn't take up a hand, though a fist or other grasping appendage generally works like a free-hand weapon.


Critical Specialization Effects

Source Core Rulebook pg. 283 2.0
Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Brawling: The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.